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There's one obvious spot where it's checking for Severity > 0 that'll need the lethalSeverity != -1 check, but other than the new pawns missing the extra bits from RJW it's at least working now :)
I'm not playing at modding at the moment, but when I get back to things (and if you don't mind my taking advantage of your work and testing) I may need to steal this and plug it in.
Heh, I do some C# and PowerShell work in my day job -- but haven't tried my hand at modding RimWorld yet.
Took me a bit of time to work things out when I wrote this mod: Rimworld modding tutorials are a start but are very outdated. Best suggestion I saw was to just get ILSpy to decompile Rimworld binaries into C# and look at how things interact. Snooping on a mod helps: you can follow the XMLs through to their respective classes as a start.